Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-06-04 | Moved to replays that have missile position fix | Justin Worthe | |
2018-06-03 | Added todo | Justin Worthe | |
2018-06-03 | Moved json parsing to be part of a module, with textmap equivalence | Justin Worthe | |
2018-06-02 | Made my game engine match theirs | Justin Worthe | |
What the hell is up with their building logic? There's +1s and dodgy indirection everywhere! | |||
2018-06-02 | Moved replay-based test to have convenience import from game engine replay | Justin Worthe | |
2018-06-01 | Put multispeed missiles back in | Justin Worthe | |
2018-05-31 | Made move_missiles even tighter on iterating and cleaning up | Justin Worthe | |
2018-05-31 | Tighter loop for removing destroyed buildings | Justin Worthe | |
2018-05-31 | Tweaking move missiles to be more efficient | Justin Worthe | |
2018-05-31 | Profile driven optimization of missile moving | Justin Worthe | |
2018-05-31 | Change to finding affordable buildings to avoid a resize | Justin Worthe | |
2018-05-31 | Clippy suggested changes | Justin Worthe | |
2018-05-19 | Inlined unnecessary map | Justin Worthe | |
2018-05-19 | Removed dependency on OS randomness for seeding | Justin Worthe | |
I'm convinced that the cloud servers they're running on will be out of entropy, especially towards the end of the tournament. Rather have a less random initial seed than take that blocking performance hit. | |||
2018-05-17 | Improved perf of removing item from unoccupied cells list | Justin Worthe | |
2018-05-16 | Tracked energy production on the player | Justin Worthe | |
This cuts out an iteration over the buildings each turn. | |||
2018-05-16 | Moved unconstructed buildings to their own list | Justin Worthe | |
2018-05-16 | Changed types to assume health can't be more than the hundred in the | Justin Worthe | |
first round | |||
2018-05-16 | Moved away from special benchmarking suite | Justin Worthe | |
Just using normal monte carlo. More iterations -> better. | |||
2018-05-15 | Moved perf intermediary files to target folder | Justin Worthe | |
2018-05-15 | Additional code and bug fixes to help end to end tests | Justin Worthe | |
2018-05-15 | Rayon for threading | Justin Worthe | |
2018-05-14 | Fixed bug in unoccupied cell implementation | Justin Worthe | |
This optimization lead to a 50% speedup. | |||
2018-05-14 | Added running total of unoccupied cells | Justin Worthe | |
2018-05-14 | Changed invalid move checking to be a debug assertion | Justin Worthe | |
2018-05-14 | Reduced number of needless allocations to improve perf | Justin Worthe | |
Current iterations: 26486 in 10 seconds | |||
2018-05-14 | Added profiling target with perf | Justin Worthe | |
2018-05-13 | Removed unnecessary check on missile updates | Justin Worthe | |
Unnecessary for now. It might become necessary later. | |||
2018-05-13 | Added initial benchmarks | Justin Worthe | |
There's a lot of room for improvement here. Specifically, I should separate the internal representation from the test interface. Have it provide functionality for creating random valid states. | |||
2018-05-12 | Limited bot to run within the 2 second window | Justin Worthe | |
2018-05-12 | Debugged and fixed the errors that had the monte carlo not working | Justin Worthe | |
Monte carlo now beats sample bot, if given plenty of time. I still need to put the max time tracking and enforcement in. | |||
2018-05-12 | Initial stab at monte carlo implementation | Justin Worthe | |
Doesn't seem to be working quite right... just sits there accumulating energy. | |||
2018-05-12 | Fixed engine not paying for new buildings | Justin Worthe | |
2018-05-12 | Brought random crate back | Justin Worthe | |
2018-05-12 | Added new building specifications | Justin Worthe | |
2018-05-10 | Split to library. Reimplemented sample strategy in new state. | Justin Worthe | |
2018-05-09 | Added converting from JSON code to game engine representation | Justin Worthe | |
2018-05-05 | Initial commit with sample bot and embedded game engine | Justin Worthe | |